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A DUBIOUS DOCUMENTATION OF THE

ARCANE; A MYSTERIOUS TOME OF


FORBIDDEN KNOWLEDGE AND LORE
Credits
Written by Interior Art by
J. Scott Zumwalt Shaman's Stockart

Cover Art by Special Thanks


Daniel Humphrey Dave, Foster, Giri Raman, Kyle Skarp

Editing
Angela Zumwalt

Contents
Introduction.......................................................3 More Magic......................................................18
Sample Spell customizations............................5

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are trademarks of Fantasy Flight Games.
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This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with per-
mission under the Community Content Agreement for Genesys Foundry. All other original material in this work is copy-
right 2019 by J. Scott Zumwalt and published under the Community Content Agreement for Genesys Foundry.

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Document Version 1.5.0

2 ZYNNYTHRYX'S GUIDE TO MAGIC


INTRODUCTION
B ehold! I am Zynnythryx, the great, the wise, the all-
powerful. Your mortal eyes cannot possibly com-
prehend my true form. Your primitive brain will see
and have, at least, graduated from a community wizard-
ing college. Last in your class, you say? No matter. The
insight of Zynnythryx is open to any mind that does not
what makes you feel most comfortable. Some see me as reel from the burning, bright truth of the universe.
a tiny white kitten, others as piece of chocolate cake. For
many I appear as an old man in plain khaki trousers with Purpose of this Book
a plaid shirt and athletic shoes. These people lack imagi-
nation. Those with the knack for magic peek slightly into This book gives players and GMs an easy guide to
my true form and frequently see me a towering, golden choosing spell customizations and shows how spells
dragon. No matter how you see me, I still hold knowl- can be customized on the fly in any setting that uti-
edge of the world arcane, the deep secrets of the cosmos, lizes the magic rules. Most of the content here consists
allowing mortals to tinker with the power of Gods. of example spells built with only the effects and spells
available in the Genessys Core Rulebook. This
I have made myself available to you, mortal, so that
assumes the player and GM have read the optional
I can share just a tiny fraction of my wisdom. I do not
Magic Rules section starting on page 210 of the Gene-
wish to destroy your mind with too much at once, so
sys Core Rulebook. Some rules will be repeated or
it is only these secrets contained within these pages
restated here, but only as necessary to convey an idea
that I shall reveal to you.
or clarify a mechanic. Otherwise, refer to the Genesys
Magic in the realms of mortals is largely homogenous. Core Rulebook for more details.
You copy from each other like lazy school children. I am
Also available are two new spells: Mind and
here to show how you can make each casting unique and,
Move. Each has their own set of additional effects
therefore, better! Closer to the glory of Zynnythryx!
and can be easily used in any game with magic, at
If you do not know the basics of magic, then my words the discretion of the GM. And finally, Wild Magic
will have no meaning to you. How did you even get in is available to those foolish enough to toy with the
here? Be gone! ... Oh, you're still here. Then you must forces of Chaos.
possess the rudimentary knowledge of simple spellcraft

Spellcasting Overview
W hen a character casts a spell in a Structured
Encounter, they must choose a spell from the
ones available to their spell casting skill and a number of
manner of things that could cause an attack to ensnare
a target. Vines, chains, or even hands are all valid ways
to describe an Attack spell with the Ensnare quality.
optional Additional Effects for that spell. How that spell
and its customizations are narrated in-game is completely
open to the player or GM. Each spell and effect only Strain
describes the basic mechanical effects, nothing else. Each All spells cost strain. No matter what happens during the
spell Additional Effect is named, but only as a shorthand casting of a spell, a magic user will have suffered at least two
to that mechanical description. An effect's name does not strain afterward. Any a spent to recover strain can only
automatically confer any narrative description. recover strain that was available before the spell started. This
Players are free to describe their spell customizations aspect is key to the balance of magic as a game mechanic.
however they wish. For instance, the Ice effect for the
Attack spells gives the attack the Ensnare quality. There Concentration
is nothing in the effect about cold, water turning to ice,
Some spells require the use of the Concentration
or effects of exposure. Therefore, one can describe all
maneuver. These spells have effects that are ongoing

Introduction
ZYNNYTHRYX'S GUIDE TO MAGIC 3
and must be maintained with conscious effort. Any character has cast a spell that requires the Concentra-
spell that requires the Concentration maneuver will tion maneuver. The caster must decide between mov-
end at the end of the caster next turn. So without the ing, concentrating, and counterspelling. Only one
Concentration maneuver a Concentration spell will last of these can be done for free each turn. If the caster
two turns. If the caster wishes to extend that time, they wishes to do two they must suffer 2 strain to do so. A
must perform the Concentration maneuver on the turn character can never do three maneuvers.
in which the spell would end. Performing the Concen-
tration maneuver on the same turn that the spell is cast Implements
does not extend the time for that spell.
Spell casting implements allow casters to push magic a lit-
While there are no rules specified about how a magic tle bit further, letting them achieve spell effects they could
user's concentration may be broken, the sidebar on page not manage on their own. The rules for magic implements
213 of the Genesys Core Rulebook suggests an Average are on page 218 of the Genesys Core Rulebook. There
(kk) Discipline check during Narrative Encounters. you will find several items that augment a character's
GMs may find this or something very similar appropri- magic casting in a variety of ways. Many implements will
ate in some circumstances of a Structured Encounter. increase the damage for attack spells. Some make certain
Table I.6-3 on page 104 of the Genesys Core Rule- Additional Effects free to use.
book gives a result option for h to cause a character
to lose the benefit of a previous maneuver. It would be Dice Results
reasonable to use this to either stop a character from
concentrating or call for a Discipline check. Some GMs The spending of h and d on magic checks is clear
feel this is too harsh and instead will break concentra- enough with Table III.2-4 on page 211 of the Genesys
tion with hhh . Core Rulebook. If you are unfamiliar with this table,
it is best to look it over before utilizing magic in a game.
Counterspell These negative dice results are key to magic balance as
they are more impacting than the normal results table.
The Counterspell maneuver is available to all magic What is not clear to many people is that a and t results
users. When performed, the Counterspell maneuver on magic should use table I.6-2 on page 104; addition-
causes all opponents in Medium range to upgrade ally, both tables are guidelines. They are meant to show-
the difficulty once of their magic skill checks that case similarly powerful mechanical effects for particular
cast spells. Because this is a maneuver it can be done results. Players and GMs are encouraged to narrate these
while also casting a spell. The trick comes in when a effects and to create new ones that work in their game.

Introduction
4 ZYNNYTHRYX'S GUIDE TO MAGIC
SAMPLE SPELL CUSTOMIZATIONS
T his section details sample spell customizations con-
structed with the available Additional Effects in
the Genesys Core Rulebook. These showcase how
The spell customizations are consistently formatted
to make understanding them easier. Each one is given
a name that describes the overall narrative idea. The
spells can be customized with Additional Effects in a Difficulty listed is the base difficulty for that spell with
variety of ways and narratively skinned to fit the magic the Additional Effects already included. Qualities
skill used and the personality of the caster. At the begin- lists any Item Qualities available on the attack. Effects
ning of each major spell section a few Additional Effects lists the named Additional Effects that were used to
are listed separately, typically Range modifiers. These construct that particular customization. Each spell is
modifiers are available to any available spell customiza- also given a narrative description to add easy flavor
tion and serve as a way in which players can learn how into the encounter. This narrative description has no
basic spell customization works. Any spell can use any affect on any mechanical game effects. Finally, the full
of the modifiers as long as they do not cause the diffi- mechanical game effect is stated, including those from
culty to go above Formidable (kkkkk) after reduc- the Additional Effects used.
tions from magic implements or talents. Therefore a
spell customization can exceed that limit momentarily
before being reduced back down.

Attack
A ttack is for when the caster wishes to do any amount
of damage to a target. The Attack spell requires a
target at Short range. Not “within” or “at least”, specifi-
If the spell is successful, the target is hit for damage equal
to the caster’s spell skill base characteristic plus 1 for each s.

cally at Short range and follows all the normal rules for Disc of Annihilation
a combat check. This means mechanics such as Defense Difficulty: kk
and ranks in the Adversary talent apply. Qualities: Blast
Additional Effects: Blast
Many spell customizations add an Item Quality to
the attack such as Blast or Auto-fire. These qualities Ripples of energy expand from the target in the shape
must be triggered with the appropriate amount of a of a flat disc.
and follow the normal rules for that quality just as if If the spell is successful, the target is hit for damage
they were qualities on a normal weapon. equal to the caster’s spell skill base characteristic plus 1
Increase Range: All Attack spells can have their range for each s. This attack also has a Blast rating equal to
extended by one range band by increasing the difficulty the caster's Arcana Knowledge skill.
of the attack by k per additional range band.
Flying Daggers
Close Combat: All Attack spells can be used at Engaged
Difficulty: kk
range by increasing the difficulty of the attack by k.
Qualities: Vicious
Additional Effects: Deadly
Arcana Ghostly daggers appear around the caster and shoot
toward the target.
Magic Arrow If the spell is successful, the target is hit for damage
Difficulty: k equal to the caster’s spell skill base characteristic plus 1
Qualities: None for each s. This attack also gains a Critical Rating of
Additional Effects: None 2 and has a Vicious rating equal to the caster's Arcana
The caster hurls arrows of light at their target. Knowledge skill.

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 5
Lightning
Manipulate Up Difficulty: kk
Qualities: Auto-fire, Stun
Many people disagree on whether the Manipu- Additional Effects: Lightning
lative spell effect can cause a target to go up, Electricity arcs from the caster to the target.
thus causing falling damage on their eventual
trip back down. The two schools of thought If the spell is successful, the target is hit for damage
are 1) reward “clever” thinking of the player by equal to the caster’s spell skill base characteristic plus
allowing it or 2) do not allow an extreme extra 1 for each s. This attack also has a Stun rating equal
amount of damage for such a small increase of to the character’s Knowledge skill. If the caster wishes
difficulty, as it does not balance against the other to use the Auto-fire quality of this attack the difficulty
effects that add damage to the attack. It is up to must be increased by k per the rules of Auto-fire.
the GM if they will allow this spell to push tar- The Open Palm of Zynnythyx
gets up or not. In either case, the GM and the
Difficulty: kk
player should discuss which ruling to use before
Additional Effects: Manipulate
casting the spell.
A giant, ghostly hand slaps the target, forcing them in
the direction of the caster’s choosing.
Spontaneous Combustion
If the spell is successful, the target is hit for damage
Difficulty: kk equal to the caster’s spell skill base characteristic plus 1
Qualities: Burn for each s. Additionally, on a hit the caster may spend
Additional Effects: Fire a to move the target one range band in any direction.
The caster focuses on their target, exiting the target’s
molecules until the target begins to burn and catch fire. Razor Wires
Difficulty: kkk
If the spell is successful, the target is hit for damage
Qualities: Sunder, Pierce
equal to the caster’s spell skill base characteristic plus 1
Additional Effects: Destructive
for each s. This attack also has a Burn rating equal to
the caster's Arcana Knowledge skill. Hundreds of tiny, razor thin tendrils of crackling
energy shoot from the caster’s fingertips.
Freeze!
If the spell is successful, the target is hit for damage
Difficulty: kk equal to the caster’s spell skill base characteristic plus 1
Qualities: Ensnare for each s. This attack also has a Pierce rating equal to
Additional Effects: Ice the caster's Arcana Knowledge skill.
The the ground around the target quickly loses heat.
The resulting drop in temperature causes ice to form Overpower
around their legs. Difficulty: kkk
Qualities: None
If the spell is successful, the target is hit for damage
Additional Effects: Empowered
equal to the caster’s spell skill base characteristic plus
1 for each s. This attack also has an Ensnare rating The ground rumbles and the surrounding area dims
equal to the caster's Arcana Knowledge skill. ever so slightly. Ambient magic is pulled from every-
thing nearby and focused through the caster like a lens.
The Fist of Zynnythyx The power builds for a moment and blasts at the target
Difficulty: kk with overwhelming force.
Qualities: Knockdown, Disorient If the spell is successful, the target is hit for damage
Additional Effects: Impact equal to twice the caster’s spell skill base characteristic
A large shimmering fist appears around the caster’s plus 1 for each s.
hand and the caster punches at the target.
If the spell is successful, the target is hit for damage equal
to the caster’s spell skill base characteristic plus 1 for each
s. This attack also has Knockdown and a Disorient rating
equal to the caster's Arcana Knowledge skill.

spell customizations
6 ZYNNYTHRYX'S GUIDE TO MAGIC
Blood Curse Divine
Difficulty: kkk
Additional Effects: Poison Smite
The target’s blood begins to push out their body, caus- Difficulty: k
ing horrific pain. Qualities: None
Additional Effects: None
If the spell is successful, the target is hit for damage
equal to the caster’s spell skill base characteristic plus 1 The sky opens and a single column of light shines on to
for each s. If the attack deals damage, the target must the target, racking them with pain.
immediately make a Hard (kkk) Resilience check or If the spell is successful, the target is hit for damage
suffer wounds equal to the character's Arcana Knowl- equal to the caster’s spell skill base characteristic plus 1
edge skill ranks, and strain equal to the caster's Arcana for each s.
Knowledge skill ranks. This counts as a poison.
Sphere of Destruction
Acid Snare Difficulty: kk
Difficulty: kkkk Qualities: Blast
Qualities: Burn, Ensnare Additional Effects: Blast
Additional Effects: Fire, Ice When the spell is cast, a sphere appears on the target
The ground the target is standing on become like acid, and expands to consume everything it can.
melting their footwear causing them to stick in place. If the spell is successful, the target is hit for damage
The acid then continues to burn away at the target. equal to the caster’s spell skill base characteristic plus 1
If the spell is successful, the target is hit for damage equal for each s. This attack also has a Blast rating equal to
to the caster’s spell skill base characteristic plus 1 for each the caster's Divine Knowledge skill.
s. This attack also has Burn and Ensnare ratings equal to
the caster's Arcana Knowledge skill ranks.
Chains of Sin
Difficulty: kk
Qualities: Ensnare
Additional Effects: Ice
Fire and Ice?! White glowing chains appear around the legs of the tar-
get, squeezing and restricting them.
That's right. Both the Fire and Ice effects can be
If the spell is successful, the target is hit for damage
selected when customizing a spell. This custom-
equal to the caster’s spell skill base characteristic plus
ization is to drive home the point that the Addi-
1 for each s. This attack also has an Ensnare rating
tional Effect names do not impart any narrative,
equal to the caster's Divine Knowledge skill.
only mechanical effects. Players may select any
combination of Additional Effects even if they Righteous Sword
seem contradictory. Difficulty: kk
Qualities: Vicious
Additional Effects: Deadly
Lava Storm A flaming sword appears in the hand of the caster and
Difficulty: kkkkk swings an arc of fire toward the target.
Qualities: Burn, Blast, Pierce, Sunder
If the spell is successful, the target is hit for damage
Additional Effects: Blast, Fire, Destructive
equal to the caster’s spell skill base characteristic plus 1
The caster tears a hole in space above the target, linking for each s. This attack also gains a Critical Rating of
the Inferno Realm to this one. A rain of molten rock 2 and has a Vicious rating equal to the caster's Divine
pummels the target and anyone else standing too close. Knowledge skill.
If the spell is successful, the target is hit for damage
equal to the caster’s spell skill base characteristic plus 1 for
each s. This attack also Burn, Blast, and Pierce ratings
equal to the caster's Arcana Knowledge skill ranks. Addi-
tionally, this attack has the Sunder quality.

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 7
The Call of Thor Bašmu’s Strike
Difficulty: kk Difficulty: kkk
Qualities: Auto-fire, Stun Additional Effects: Poison
Additional Effects: Lightning Ephemeral snakes shoot from the palm of the caster and
Bolts of lightning strike from the sky (or ceiling if strike at the target.
inside) to the target. If the spell is successful, the target is hit for damage
If the spell is successful, the target is hit for dam- equal to the caster’s spell skill base characteristic plus 1
age equal to the caster’s spell skill base characteris- for each s. If the attack deals damage, the target must
tic plus 1 for each s. This attack also has a Stun immediately make a Hard (kkk) Resilience check or
rating is equal to the character’s Knowledge skill. If suffer wounds equal to the caster's Divine Knowledge
the caster wishes to use the Auto-fire quality of this skill ranks, and strain equal to the caster's Divine Knowl-
attack the difficulty must be increased by k per the edge skill ranks. This counts as a poison.
rules of Auto-fire.
The Hands of Hel
Wrath Difficulty: kkk
Difficulty: kk Qualities: Burn, Ensnare
Additional Effects: Holy/Unholy Additional Effects: Fire, Ice
The caster calls down (or up) the wrath of their deity to Fiery hands reach from ground to grab the target,
smite the target with divine power. burning and holding them in place.
If the spell is successful, the target is hit for damage If the spell is successful, the target is hit for damage
equal to the caster’s spell skill base characteristic plus 1 equal to the caster’s spell skill base characteristic plus 1
for each s. If the target represents the antithesis of the for each s. This attack also has Ensnare and Burn ratings
caster’s deity (determined by GM) then the target suf- equal to the caster's Divine Knowledge skill.
fers 1 additional damage for each s.

Axe of Perun Primal


Difficulty: kkk A Thousand Bites
Qualities: Sunder, Pierce
Difficulty: k
Additional Effects: Poison
Qualities: None
Hundreds of tiny, razor thin tendrils of crackling Additional Effects: None
energy shoot from the caster’s fingertips.
Tiny, stinging and biting insects emerge from the
If the spell is successful, the target is hit for damage ground or appear on the target and attack them.
equal to the caster’s spell skill base characteristic plus 1
If the spell is successful, the target is hit for damage
for each s. This attack also has a Pierce rating equal to
equal to the caster’s spell skill base characteristic plus 1
the caster's Divine Knowledge skill.
for each s.
Vengeance of Mjolnir Spore Cloud
Difficulty: kkk
Difficulty: kk
Additional Effects: Empowered
Qualities: Blast
A visage of a giant blacksmith’s hammer appears in Additional Effects: Blast
front of the target. The hammer swings at them, leav-
Fungi force out of every crack on the ground or walls.
ing a trail of lighting in the air.
They grow to enormous size and then explode with
If the spell is successful, the target is hit for damage puffs of spores that eat away the skin of everyone they
equal to twice the caster’s spell skill base characteristic touch.
plus 1 for each s.
If the spell is successful, the target is hit for damage
equal to the caster’s spell skill base characteristic plus 1
for each s. This attack also has a Blast rating equal to
the caster's Primal Knowledge skill.

spell customizations
8 ZYNNYTHRYX'S GUIDE TO MAGIC
Grasping Vines Murder of Crows
Difficulty: kk Difficulty: kk
Qualities: Ensnare Qualities: Auto-fire, Stun
Additional Effects: Ice Additional Effects: Lightning
Vines shoot from the ground around the legs of the tar- Crows swoop down from seemingly nowhere to attack
get, squeezing and restricting them. the target with pecking, biting, and scratching.
If the spell is successful, the target is hit for damage If the spell is successful, the target is hit for damage
equal to the caster’s spell skill base characteristic plus equal to the caster’s spell skill base characteristic plus 1
1 for each s. This attack also has an Ensnare rating for each s. This attack also has a Stun rating equal to
equal to the caster's Primal Knowledge skill. the caster's Primal Knowledge skill. If the caster wishes
to use the Auto-fire quality of this attack the difficulty
Thorns of Gaia must be increased by k per the rules of Auto-fire.
Difficulty: kk
Qualities: Vicious Milk of the Poppy
Additional Effects: Deadly Difficulty: kk
Plants in the area grow thorns and begin shooting them Qualities: Stun Damage
at the target. Even long dead wood can participate. If Additional Effects: Non-Lethal
there are no plants then the thorns appear out of thin air. The target is overcome with a relaxed feeling and starts
If the spell is successful, the target is hit for damage feeling like they no longer wish to fight.
equal to the caster’s spell skill base characteristic plus If the spell is successful, the target is hit for strain
1 for each s. This attack also gains a Critical rating of damage equal to the caster’s spell skill base characteris-
2 and has a Vicious rating equal to the caster's Primal tic plus 1 for each s.
Knowledge skill.

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 9
Claimed by Nature If the spell is successful, the target is hit for damage
equal to twice the caster’s spell skill base characteristic
Difficulty: kkk
plus 1 for each s.
Qualities: Sunder, Pierce
Additional Effects: Destructive Basilisk Bite
Time itself moves strangely around the target causing Difficulty: kkk
items and the target to decompose at a faster rate. Additional Effects: Poison
If the spell is successful, the target is hit for damage The caster summons a basilisk that bites the target and
equal to the caster’s spell skill base characteristic plus 1 injects its deadly venom.
for each s. This attack also has a Pierce rating equal to
If the spell is successful, the target is hit for damage
the caster's Primal Knowledge skill.
equal to the caster’s spell skill base characteristic plus 1
Fury of Cathbhadh for each s. If the attack deals damage, the target must
immediately make a Hard (kkk) Resilience check or
Difficulty: kkk
suffer wounds equal to the caster's Primal Knowledge
Additional Effects: Empowered
skill ranks, and strain equal to the caster's Primal Knowl-
Ancient druidic spirits appear and proceed to edge skill ranks. This counts as a poison.
curse and punish the target.

Augment
T he Augment spell is for when the caster wishes to
improve a target. When casting the Augment spell,
a magic user chooses a target which is either themself or
Blessing of Eir
Difficulty: kkk
Additional Effects: Divine Health
someone else at Engaged range. The spell lasts until the
The skin of the target takes on a slight golden hue,
end of the caster next turn. This means the spell lasts for
shimmering slightly in direct light. Physical blows to
at least two turns if the caster does nothing extra. How-
the target find they require more force to cause harm.
ever, if they perform the Concentration maneuver before
their next turn ends then the effect is extended until the If the spell is successful, the target adds k to all skill
end of their next turn after performing the maneuver. checks they make. Additionally, the target increases
Only Divine or Primal casters are able cast the Augment their wound threshold by an amount equal to the cast-
spell. Lastly, a character can only be affected by one Aug- er's Divine Knowledge skill.
ment spell at a time.
Boots of Mecury
Increase Range: All Augment spells can have their
Difficulty: kkk
range extended by one range band by increasing the
Additional Effects: Haste
difficulty of the spell by k per additional range band.
Tiny wings appear on the feet of the target and they feel
Additional Target: Increase the difficulty of the spell a lightness in their body pushing them to run as much
by kk. The spell then affects one additional target as they can.
within range of the spell. In addition, you may spend
If the spell is successful, the target adds k to all skill
a to affect one additional target per a spent.
checks they make. Additionally, the target may per-
form a second maneuver without suffering strain, but
Divine is still limited to two maneuvers per turn.

Bless Cloak of Hermes


Difficulty: kk Difficulty: kkk
Additional Effects: None Additional Effects: Swift
An ephemeral cloak envelopes the target and they feel
The caster chants a tiny blessing, beseeching their deity
lighter and faster.
or power to aid the target.
If the spell is successful, the target adds k to all skill
If the spell is successful, the target adds k to all skill
checks they make. Additionally, the target ignores the
checks they make.
effects of difficult terrain and cannot be immobilized.

spell customizations
10 ZYNNYTHRYX'S GUIDE TO MAGIC
Primal If the spell is successful, the target adds k to all skill
checks they make. Additionally, the target ignores the
Nature's Guidance effects of difficult terrain and cannot be immobilized.
Difficulty: kk Claws
Additional Effects: None
Difficulty: kkk
Nature moves to assist the target in everything they do.
Additional Effects: Primal Fury
Wind moves at just the right times, animals curiously
The target's fingernails elongate into razor-sharp claws.
provide perfect distractions, and the shape of leaves
even inspire the right answers to questions. If the spell is successful, the target adds k to all skill
checks they make. Additionally, the target adds dam-
If the spell is successful, the target adds k to all skill
age equal to the caster's Primal Knowledge skill ranks
checks they make.
to unarmed combat checks and the Critical rating for
Puma's Grace unarmed combat checks becomes 3.
Difficulty: kkk Spirit of the Wolf
Additional Effects: Haste
Difficulty: kkkkk
The target feels their muscles tighten and lengthen,
Additional Effects: Haste, Swift, Primal Fury
then the ancient call of the hunt and the need to run.
The ancient Wolf spirit inhabits and blesses the target,
If the spell is successful, the target adds k to all skill bestowing all Her strengths into them.
checks they make. Additionally, the target may per-
If the spell is successful, the target adds k to all skill
form a second maneuver without suffering strain, but
checks they make. The target ignores the effects of diffi-
is still limited to two maneuvers per turn.
cult terrain, cannot be immobilized, and may perform a
Monkey Leap second maneuver without suffering strain, but is still lim-
ited to two maneuvers per turn. Additionally, the target
Difficulty: kkk
adds damage equal to the caster's Primal Knowledge skill
Additional Effects: Swift
ranks to unarmed combat checks and the Critical rating
The target is able to leap and swing through the envi-
for unarmed combat checks becomes 3.
ronment with ease.

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 11
Barrier
T he Barrier spell is for when the caster wishes to pro-
tect themselves or friends from physical or magi-
cal harm. When casting the Barrier spell, a magic user
Magic Armor
Difficulty: kkk
Additional Effects: Empowered
chooses a target which is either themself or someone
A set of ghostly armor appears on the target.
else at Engaged range. The spell lasts until the end of the
caster next turn. This means the spell lasts for at least If the spell is successful, the target reduces the dam-
two turns if the caster does nothing extra. However, if age from all hits they suffer by one. For each s they
they perform the Concentration maneuver before their further reduce the damage by one.
next turn ends then the effect is extended until the end
of their next turn after performing the maneuver. Only Prismatic Sphere
Arcana or Divine casters are able cast the Barrier spell. Difficulty: kkk
Additional Effects: Reflection
Increase Range: All Barrier spells can have their range
extended by one range band by increasing the difficulty The target becomes completely surrounded by sphere
of the spell by k per additional range band. of shifting colors, crackling with energy.
Additional Target: Increase the difficulty of the spell If the spell is successful, the target reduces the dam-
by k. The spell then affects one additional target within age from all hits they suffer by one. For each ss
range of the spell. In addition, you may spend a to beyond the first s they further reduce the damage by
affect one additional target per a spent. one. Additionally, if an opponent makes a magic attack
against the target and generates hhh or d on the
check, after it is resolved, the attacker suffers a hit deal-
Arcana ing damage equal to the total damage of the attack.
The Cloth of Zynnythryx Hide of the Dragon
Difficulty: k Difficulty: kkkkk
Additional Effects: None Additional Effects: Add Defense, Empowered
The target's clothes become stronger and more durable. The target's skin takes on the hardness and feel of a
They also appear cleaner and arcane symbols seem to dragon's scales and plating.
have been sewn into them.
If the spell is successful, the target reduces the dam-
If the spell is successful, the target reduces the damage age from all hits they suffer by one. For each s they
from all hits they suffer by one. For each ss beyond further reduce the damage by one. Additionally, the
the first s they further reduce the damage by one. target gains ranged and melee defense equal to the
caster's ranks in their Arcana Knowledge skill.
Magic Shield
Difficulty: kkk Divine
Additional Effects: Add Defense
A shimmering, translucent shield appears in front of Chant of the Nine Hands Seal
the target that moves on its own to block and absorb Difficulty: k
incoming attacks. Additional Effects: None
If the spell is successful, the target reduces the The caster melodically chants the nine sacred syllables
damage from all hits they suffer by one. For each while performing the nine sacred hand forms. The target
ss beyond the first s they further reduce the then becomes protected by the Guardian of the North.
damage by one. Additionally, the target gains ranged
and melee defense equal to the caster's ranks in their If the spell is successful, the target reduces the damage
Arcana Knowledge skill. from all hits they suffer by one. For each ss beyond
the first s they further reduce the damage by one.

spell customizations
12 ZYNNYTHRYX'S GUIDE TO MAGIC
The Embrace of Durga
Difficulty: kkk "Conjure is so Overpowered"
Additional Effects: Add Defense
A shimmering, translucent eight armed figure A common complaint is that the Conjure spell
appears and embraces the target, blocking and is not balanced well and can break encounters
absorbing incoming attacks. thus making it the only spell a magic user needs.
There are many reasons why this is not true. First
If the spell is successful, the target reduces the dam- being that anything summoned with the Conjure
age from all hits they suffer by one. For each ss must be approved by the GM. If the GM feels
beyond the first s they further reduce the damage by that the item or creature that a caster is wanting
one. Additionally, the target gains ranged and melee to summon is too powerful for the caster or the
defense equal to the caster's ranks in their Divine encounter, or does not fit into the setting, then
Knowledge skill. the GM is free to not allow that summoning.
Crown of Soteria Secondly, there is no way to summon Nemesis
adversaries or complex items like explosives or
Difficulty: kkk
firearms. Third, if a magic user is attempting to
Additional Effects: Empowered
summon something that does direct damage to
A crown of laurel appears on the head of the target. a target (such as dropping a rock on them), then
This divine marking informs all minor spirits and gods that should be the Attack spell instead.
that the target must be protected.
Conjure requires the most cooperation between
If the spell is successful, the target reduces the dam- GM and player. The wording of the Conjure spell
age from all hits they suffer by one. For each s they in the Genesys Core Rulebook suggests that only
further reduce the damage by one. creatures that act on instinct can be summoned,
not intelligent characters. Therefore, anything
Circle of Salt summoned will not be able to participate with
Difficulty: kkk complex social checks or make use of Magic skills.
Additional Effects: Sanctuary Until a GM is comfortable with designing addi-
A swirling ring of consecrated salt surrounds the target tional adversaries that may be summoned, it is
protecting them from unholy abominations. recommended to stick with adversaries that are
provided in published material.
If the spell is successful, the target reduces the damage
from all hits they suffer by one. For each s they further Finally, note that the creatures available with
reduce the damage by one. Additionally, opponents that Grand Summon are fairly powerful, but if sum-
the GM determines are the antithesis of the character's moned without the Ally effect become a huge
deity or power automatically disengage from the target problem. This means they will frequently need
and may not engage while the spell is active. to have the Ally effect added increasing the spell
difficulty to Formidable (kkkkk).

Conjure
T he Conjure spell is for when the caster wishes to
summon, create, or animate objects or allies. When
casting the Conjure spell, a magic user chooses what
of their next turn after performing the maneuver. Only
Arcana or Primal casters are able cast the Conjure spell.
Increase Range: All Conjure spells can have their range
they wish to conjure. Nearly anything can be conjured, extended by one range band by increasing the difficulty
but is subject to GM approval. The base spell is limited of the spell by k per additional range band. The conjured
to simple tools, one handed weapons, and creatures no item or creature appear at the chosen range band.
larger than silhouette 1. The spell lasts until the end of
the caster next turn. This means the spell lasts for at least Additional Summon: All Conjure spells can sum-
two turns if the caster does nothing extra. However, if mon multiples of the desired item or creature. By
they perform the Concentration maneuver before their increasing the difficulty by k, one additional item or
next turn ends then the effect is extended until the end creature is summoned. Additionally, you may spend

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 13
aa to have one more of the desired item or creature • Barghest (RoT page 163)
summoned. This may be used multiple times with an • Ferrox (RoT page 165)
additional item or creature per aa. When summon-
• Grotesque (RoT page 215)
ing minions with Additional Summon, treat those
minions as if they are in a minion group. • Gurak Tol (RoT page 202)

Ally: Normally, summoned creatures behavior accord- • Lava Elemental (RoT page 196)
ing to their instincts, however, by increasing the difficulty • Leonx (RoT page 179)
of the spell by k, the caster may control the summoned
• Minor Elemental (RoT page 248)
creature by spending a maneuver to direct its action and
maneuver. If multiple creatures are summoned the caster • Razorwing (RoT page 147)
may direct all of them with that single maneuver. • Salamander (RoT page 196)

Arcana and Primal • Wendigo (RoT page 238)

Summon Grand Creature


And my Axe
Difficulty: kkkk
Difficulty: k Additional Effects: Grand Summon
Additional Effects: None
If the spell is successful, a creature chosen from the list
A glowing, ephemeral axe appears. below immediately materializes.
If the spell is successful the following item appears • Aymhelin Scion (RoT page 178)
Axe (Melee [Light]; Damage +3; Critical 3; Range
• Carnivous Flora (RoT page 258)
[Engaged]; Vicious 1).
• Giant Snake (RoT page 258)
And my Bow
• Wraith (RoT page 167)
Difficulty: kk
Additional Effects: Medium Summon • Young Dragon (RoT page 196)

A glowing, ephemeral bow with arrows appears.


If the spell is successful the following item appears
Bow (Ranged; Damage 7; Critical 3; Range [Medium];
Unwieldy 2).

Summon Creature
Difficulty: k
Additional Effects: None
If the spell is successful, a creature chosen from the list
below immediately materializes.
• Beastman (RoT page 201)
• Flesh Ripper (RoT page 214)
• Goblin (RoT page 13)
• Kobold (RoT page 192)
• Reanimate (RoT page 166)
• Skeleton (GCRB page 146)

Summon Greater Creature


Difficulty: kk
Additional Effects: Medium Summon
If the spell is successful, a creature chosen from the list
below immediately materializes.
• Bane Spider (GCRB page 147)

*RoT: Realms of Terrinoth, GCRB: Genesys Core Rulebook

spell customizations
14 ZYNNYTHRYX'S GUIDE TO MAGIC
Curse
T he Curse spell is for when the caster wishes to
cause a target general harm, but not directly dam-
age them. When casting the Curse spell, a magic user
become slightly harder to grip, and things they knew
well end up on the tip of their tongue.
If the spell is successful, the target removes k
chooses a target at Short or Engaged range. The spell from all skill checks they make. Additionally, after
lasts until the end of the caster next turn. This means the the target makes a check you may change one j to
spell lasts for at least two turns if the caster does noth- a face displaying f.
ing extra. However, if they perform the Concentration
maneuver before their next turn ends then the effect is Tragedy
extended until the end of their next turn after perform- Difficulty: kkkk
ing the maneuver. Only Arcana or Divine casters are able Additional Effects: Doom
cast the Curse spell.
The target is helpless as they watch moments of great
Increase Range: All Curse spells can have their range success ripped from and turned to tragedy instead.
extended by one range band by increasing the difficulty
of the attack by k per additional range band. If the spell is successful, the target removes k from
all skill checks they make. Additionally, after the target
Additional Target: Increase the difficulty of the spell makes a check you may change any one die in the pool
by k. The spell then affects one additional target within not displaying a t or d to a different face.
range of the spell. In addition, you may spend a to
affect one additional target per a spent. Stupefy
Difficulty: kkkkk
Additional Effects: Paralyzed
Arcana The target finds themself unable to do anything except
walk. Like trying to fight in a dream, their muscles do
not respond. They are barely able to hold on to any
Befuddle object, let alone use it in any effective way.
Difficulty: kk
If the spell is successful, the target removes k from all
Additional Effects: None
skill checks they make. Additionally, the target is stag-
The target's mind becomes slightly hazy, making focus- gered (cannot perform actions) for the duration of the
ing on tasks slightly more difficult. spell. This spell customization can only affect one target
If the spell is successful, the target removes k from and cannot use the Additional Target modification.
all skill checks they make. Evil Eye
Exhaustion Difficulty: kkkk
Difficulty: kkk Additional Effects: Doom, Misfortune
Additional Effects: Enervate The target feels as if the whole world is against them.
The target feels as if their pockets are full of weights or They stumble over every word, fumble with every-
ghostly hands are dragging them down. thing they touch, and random objects just happen to be
always in the way.
If the spell is successful, the target removes k from all
skill checks they make. Additionally, if the target suffers If the spell is successful, the target removes k from
strain for any reason, they suffer 1 additional strain. all skill checks they make. Additionally, after the target
makes a check you may change any one die in the pool
Bad Luck not displaying a t or d to a different face and you
Difficulty: kkk may change one j to a face displaying f .
Additional Effects: Misfortune
Lady luck turns her back on the target. Small instances
of bad luck befall them, their shoes untie, weapons

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 15
Divine Pain of Babalú-Ayé
Difficulty: kkkk
Locusts Additional Effects: Despair
Difficulty: kk The target's develops painful sores over all of their skin
Additional Effects: None and inside their mouth.
Locusts swarm around the target, distracting them If the spell is successful, the target removes k from
from any task they attempt. all skill checks they make. Additionally, the target's
If the spell is successful, the target removes k from strain and wound thresholds are reduced by an amount
all skill checks they make. equal to the caster's Divine Knowledge skill. This spell
customization cannot use the Additional Target effect.
The Chain of Zeus
Difficulty: kkk
Cadeucus of Iris
Additional Effects: Enervate Difficulty: kkkkk
Additional Effects: Paralyzed
The target feels as if they have been chained to a rock
and their liver is being eaten by a bird. Two spectral winged snakes burst from the ground, writh-
ing and entangling themselves together around the target.
If the spell is successful, the target removes k from
all skill checks they make. Additionally, if the target If the spell is successful, the target removes k from
suffers strain for any reason, they suffer 1 additional all skill checks they make. Additionally, the target is
strain. staggered (cannot perform actions) for the duration of
the spell. This spell customization cannot use the Addi-
Vengeance of the Furies tional Target modification.
Difficulty: kkk
Additional Effects: Misfortune
Drain Tonalli
Difficulty: kkkk
The target is suddenly struck by deep feelings of guilt
Additional Effects: Enervate, Despair
and remorse induced by a song that only they can hear.
The target feels the heat of their body get pulled out
If the spell is successful, the target removes k from all
through their chest causing them to feel tired and weak.
skill checks they make. Additionally, after the target makes
a check you may change one j to a face displaying f. If the spell is successful, the target removes k from
all skill checks they make. Additionally, the target's
strain and wound thresholds are reduced by an amount
equal to the caster's Divine Knowledge skill and if the
target suffers strain for any reason, they suffer 1 addi-
tional strain. This spell customization cannot use the
Additional Target effect.

Dispel
T he Dispel spell is for when the caster wishes to cancel
a currently active spell effect on a single target. Only
Arcana casters are able cast the Dispel spell. The types of
Increase Range: All Dispel spells can have their range
extended by one range band by increasing the difficulty
of the attack by k per additional range band.
spell effects that can be affected by Dispel is typical those Additional Target: Increase the difficulty of the spell
that require the Concentration maneuver. However, in by k. The spell then affects one additional target within
some narrative situations the GM may allow Dispel to range of the spell. In addition, you may spend a to
be used to nullify some other magical effect possibly affect one additional target per a spent.
only temporarily. Dispel has no other additional effects
besides the two available here.

spell customizations
16 ZYNNYTHRYX'S GUIDE TO MAGIC
Heal
T he Heal spell is for when the caster wishes to mend
or repair physical damage or heal injuries and ill-
ness on a living creature. When casting the Heal spell,
Bane of Morpheus
Difficulty: kkk
Additional Effects: Revive Incapacitated
a magic user chooses a target which is either themself
The caster brushes sand from the eyes of the target.
or someone else at Engaged range that has no exceeded
their wound or strain thresholds and is not incapacitated If the spell is successful, the target heals 1 wound
by some other means. Only Divine and Primal casters per uncanceled s, and may heal 1 strain per a
are able cast the Heal spell. spent. Additionally, the caster may select a target that
is incapacitated. If the target was incapacitated due to
Increase Range: All Curse spells can have their range
exceeded wound or strain thresholds and no longer
extended by one range band by increasing the difficulty
are after the effects of this spell, then the target is no
of the attack by k per additional range band.
longer incapacitated.
Additional Target: Increase the difficulty of the spell
by k. The spell then affects one additional target within Spirit's Strive
range of the spell. In addition, you may spend a to Difficulty: kkkk
affect one additional target per a spent. Additional Effects: Resurrection
Using a chant that sounds very much like stereo
Divine and Primal instructions, the recently deceased is compelled back
to life.
Lay on Hands
The caster selects a target who has died during
Difficulty: k the current encounter. If the spell is successful, the
Additional Effects: None target is restored to life with wounds equal to their
Soft golden light radiates from the casters hands wound threshold. If the spell is not successful, no
toward the target causing minor bleeding to stop and other characters may attempt to use the Heal spell to
bruises to fade away. resurrect the target again.
If the spell is successful, the target heals 1 wound per
uncanceled s, and may heal 1 strain per a spent.

Fountain of Glanis
Difficulty: kk
Additional Effects: Restoration
Swirling and shining water flows from the caster's
hands into the wounds of the target.
If the spell is successful, the target heals 1 wound per
uncanceled s, and may heal 1 strain per a spent.
Additionally, the caster may select one ongoing status
effect the target is suffering. That effect ends.

Nectar of Dhanvantari
Difficulty: kkk
Additional Effects: Heal Critical
The target tastes sweetness in the back of their mouth
and a warmth flow through their body. Open wounds,
broken bones, and other injuries become healed.
If the spell is successful, the target heals 1 wound per
uncanceled s, and may heal 1 strain per a spent.
Additionally, the caster may select one Critical Injury
the target is suffering and that Critical Injury is healed.

spell customizations
ZYNNYTHRYX'S GUIDE TO MAGIC 17
MORE MAGIC
S o far, I, Zynnythryx, have only shown you ways to use
what you already have. Now prepare your tiny ape
brain for new magic your realm has never seen before.
secrets of the mind and how to make your thoughts
tangible. Many have sought these secrets but few have
unlocked them. I now open them to you because, oh,
Here are two new spells to delight, frighten, entertain, let's just see what happens.
and control your friends and enemies. Here are the

New Spells
Mind Structured Encounter Use
Concentration: No Select a target that is engaged with your character and
Skills: Arcana, Primal make a Hard (kkk) magic check. If successful, your
Mind spells are magic that tampers with another char- character learns the simple surface thoughts of the tar-
acter's thoughts, either reading or manipulating. get. The GM determines what those thoughts are. The
information learned may not be words that are easy
Narrative Encounter Use to decipher, but could instead be feelings or flashes
of imagery. The target is aware that someone is doing
Using Mind spells in a narrative encounter can achieve
something to their mind. How much they fully under-
things such as "mind tricks" to distract searching oppo-
stand about what is happening depends on the setting
nents or to gently guide a curious law enforcer that
and the target character.
your cargo is completely legal. The default difficulty
for a Mind spell is Hard (kkk). Mind spells should Before making a Mind check, choose any number
not emulate the effects of a social check but instead of additional from the Mind Additional Effects table.
should be used when there is no chance a social check These effects are added to the check.
could accomplish the task. The additional effects from One important note about the Mind spell is about
the Mind Additional Effects table can be used, each the Dominate effect. With the base difficulty of the spell
increasing the difficulty by the amount listed. being Hard (kkk) and Dominate adding kkk, the
resulting difficulty is kkkkkk. This makes the spell
impossible to cast since the max difficulty is Formidable
(kkkkk). The only way to make such a spell possible is
with the use of either a magical implement or a talent.

MIND ADDITIONAL EFFECTS


Effects Difficulty mod
Learn Motivation: Learn one motivation (Fear, Flaw, Strength, or Desire) of the target, GM choice. +k
Range: Increase the range in which your character can select targets of the spell by one range band. This may be added
multiple times, increasing the range by one range band each time. +k

Gentle: Target is unaware of the mental probing. +k


Learn Memory: Your character experiences one memory of the target of interest to the story, GM choice. +k
Guide: The target performs an incidental of your choosing. + kk
Erase Memory: The target forgets a time period of up to one hour per uncancelled s . t can be used to implant a
different memory in its place.
+ kk

Strain Attack: The target suffers 1 strain per uncancelled s . + kk


Dominate: You determine the target's next action and maneuvers. They must be defined when the spell is cast. + kkk

new spells
18 ZYNNYTHRYX'S GUIDE TO MAGIC
MOVe additional effects
Effects Difficulty mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting
the spell, you may spend a to affect one additional target within range of the spell (and may trigger this +k
multiple times, spending a each time).
Range: Increase the range in which your character can select targets of the spell by one range band. This may
be added multiple times, increasing the range by one range band each time. +k

Size: Increase the silhouette your character may target. This may be added multiple times, increasing the
silhouette by one each time. +k

Levitate: While your character maintains concentration on this spell the target hovers up to one foot
(~30cm) off the ground. +k

Adversary: May select an unwilling or secured target. The check is upgraded for every rank the target has in
Athletics (or an appropriate amount if the target doesn’t have any skills such as an object (GM determines)). + kk

Teleport: The target does not move through the path from start to finish, but instead instantly appears up to
the moving range ignoring all objects in the way. If this would cause the target to appear inside of another + kk
object or being then they instead appear on the side of the obstruction closest to their starting location.

Move Area
Concentration: Yes Concentration: Yes
Skills: Arcana, Divine Skills: Arcana, Divine, Primal
Move spells are used to displace an object or character The Area spell is for when a caster needs to affect a
from one place to another. This can take the form of large area with an effect. These effects are different from
wind, mental force, ghostly hands, or whatever fits your other spells as they are indiscriminate; anyone, friend
setting. Do note that the Move spell cannot be used to or foe, can suffer harm or be helped by this spell.
cause damage. The Attack spell is for that purpose.
Narrative Encounter Use
Narrative Encounter Use
Using the Area spell in a narrative encounter lets the
Using the Move spell in a narrative encounter can allow caster make an area slippery with ice while being chased
the character to move several small objects at once, or summon a fog to help conceal them as they try to slip
manipulate a complex mechanism, or instantly retrieve past a guard. The effect is stationary, temporary, and in
an object across a room. If a character wants to attempt the right circumstances could be turned against the caster.
something such as picking a lock or manipulating some Additionally, anything within the Environmental Effects
other unseen object it is recommended to establish a section (page 110 Genesys Core Rulebook) is a good start
base difficulty of doing it with mundane tools and then for possible effects, pending GM approval.
increasing that difficulty at least once.
Structure Encounter Use
Structured Encounter Use
Select a point at Medium range. The default difficulty
Select a target of silhouette 0 or 1 up to Short range for an Area spell is Average (kk). If successful all ter-
(may target self). The default difficulty is Easy (k). If rain within short range of that point is considered dif-
successful you may move the target in one direction ficult terrain.
toward or away from your character up to one range
band per uncancelled ss. Before making an Area check, choose any number
of additional effects from the Area Additional Effects
Before making a Move check, choose any number table. These effects are added to the check.
of additional effects from the Move Additional Effects
table. These effects are added to the check.

new spells
ZYNNYTHRYX'S GUIDE TO MAGIC 19
Area additional effects
Effects Difficulty mod
Reverse: Instead of creating difficult terrain, this spell makes difficult terrain into normal terrain. If the terrain is
impassible it becomes difficult instead. This effect may be applied twice to turn impassible into normal terrain. +k

Concealment: Creates concealment that adds a number j or j (depending on the skill check [see page 110 of the
+k
Genesys Core Rulebook]) up to the caster's ranks in Knowledge.
Entangle: Any character must use their action to make an Average(kk) Athletics or Coordination check (GM
choice based on the PC's style of magic) in order to perform the move maneuver in the affected area of the spell. The +k
caster may spend a to add j to that check.
Range: Increase or reduce the distance in which the spell is targeted by one range band. This may be added multiple times. +k
Size: Increase the range band the area covers by 1. This may be added multiple times, increasing the range band by
one each time. +k

Wall: Instead of difficult terrain, the area affect by this spell is considered impassible terrain. + kk
Dangerous Atmosphere: When choosing this effect also choose fire, acid, or corrosive. The affected area is consid-
ered an atmosphere of that type as per page 111 of the Genesys Core Rulebook with a rating equal to the number + kk
of uncancelled s.

New Magic Skill


Psychic (Presence) Psychic magic skill is a character's ability to use only raw
the power of their mind to achieve spell-like effects. The

T he Psychic magic skill serves a way to introduce


the new Move and Mind spells into a game with-
out upsetting the balance of magic currently in use. The
Psychic skill is able to cast the Attack, Barrier, Mind,
Move, and Utility spells.

New Talents
Delayed Casting Sense Motive
Tier: 2 Tier: 2
Activation: Action Activation: Incidental
Ranked: No Ranked: No
Your character must have at least one rank in a Magic Your character must have at least one rank in the Psychic
skill to purchase this talent. When your character casts skill to purchase this talent. When making a skill check
a spell they may suffer 2 additional strain after casting for the purposes of determining initiative, your character
to have the spell take effect at after a specified trigger may suffer strain up to the their ranks in the Psychic skill.
such as when the target enters short range or after some For each strain suffered they add s to the results.
number of rounds. The trigger must occur before the
end of the encounter or the spell does not take effect, Ritual
although the strain is still suffered. Spells that require Tier: 3
a target must still select a valid target. If the target Activation: Incidental
becomes no longer valid (such as moving out of range) Ranked: No
then the spell does not take effect. Spells that require Your character must have at least one rank in a Magic
concentration require the concentration maneuver to skill to purchase this talent. Once per session when
be perform after the spell takes effect. If you choose for casting a spell in a Narrative Encounter that requires
the spell to occur after a number of rounds then it takes Concentration your character may spend a Story
effect at the end of your character's turn. Point to use this talent to remove the Concentration

new spells
20 ZYNNYTHRYX'S GUIDE TO MAGIC
requirement and the spell lasts for up to 24 hours. Thought Texture
Additionally, your character suffer 2 additional strain
Tier: 4
after casting the spell. This can be extended an addi-
Activation: Incidental
tional 24 hours but your character suffers an additional
Ranked: No
2 strain after casting for each additional 24 hours.
Your character must have at least one rank in the Psychic
The caster must perform a ritual that reflects the magic
skill to purchase this talent. When making a social skill
they use. This can require them to gather particular com-
check, your character may add j to the pool for each
ponents or have access to certain books or texts. Also, the
rank in their Psychic skill.
time to perform this ritual is one hour plus an additional
hour for each increase in difficulty beyond the default.
Wild Magic Is Wild
Wild Magic
Tier: 2
Activation: Incidental
Ranked: No
SToome of the most dangerous wielders of magic
can tap into the pure Chaos of the universe.
do so can produce feats beyond even the most
Your character must have at least one rank in a Magic skilled Magicians, but the cost can be high and
skill to purchase this talent. Your character can now quite unpredictable. For one to choose this path
tap directly into Chaos. When casting a spell they may they certainly must be willing to cross over the line
choose any additional effect for that spell and reduce from genius to madness.
the difficulty modification of that upgrade by k. If they GMs are cautioned against the inclusion of Wild
do so, they must also roll a d100 and apply the results Magic in their games. The decision to allow a
of the table below. The results of the table occur if spell player to purchase the Wild Magic talent should
succeeds or not. not be taken lightly. These effects can have a dra-
Additionally, if your character chose not to reduce matic affect on encounters in ways that may not
the difficulty of their spell and failed the skill check be immediately obvious. Some of the effects can
they may spend two story points and change the dice have lasting implications even if they only occur
results to only s. If they do so, they must also roll a d100 for a moment. Players are additionally cau-
and apply the results from the Wild Magic Results table. tioned. If you aren't willing to accept the conse-
quences of true power, then you aren't ready for
All effects on the table are permanent unless specified
the insights that Chaos can provide.
in the description. An effect can be removed with a suc-
cess Dispel spell at Daunting (kkkk) difficulty.

WILD MAGIC RESULTS


d100 Result
1-2 The target's (or the caster's in lieu of a target) skin turns a bright, unnatural color of the GM's choosing.
A non-aggressive swarm of a silhouette 0 creatures pours out of the caster's fingers. The creature is up to the GM. (Example: Snakes, mice,
3-4
beetles, bats, etc)
5-6 Each participant in the current encounter begins speaking in a unique language only they know until the end of the encounter.
7-8 The target (or the caster in lieu of a target) becomes silhouette 2 and increases their wound threshold by 10 until the end of the encounter.
9 - 10 The caster may take an additional action after this one.
11 - 12 The target may take an additional action after this one. In lieu of a target the GM may choose any opponent.
All characters within short range of the caster (but not the caster themself) catch fire and suffer wounds equal to the caster's spell casting
13 - 14
characteristic at the start of their turns until they take an action to snuff the flames.
The caster is now physically identical to the target until the end of the encounter. In lieu of a target the GM chooses a different character in the
15 - 16
encounter.
17 - 18 The caster can fly until the end of the encounter.
Any technology within Medium range fails to function until the end of the encounter. What is considered technology is determined by the
19 - 20
GM. In settings without modern technology this can things as simple as bows, potions, or traps.
21 - 22 All characters within Short range heal wounds equal to the caster's spell casting characteristic.
23 - 24 All characters in the encounter swap places with another character (GM choice).
25 - 26 The caster does not suffer strain for casting this spell.

new spells
ZYNNYTHRYX'S GUIDE TO MAGIC 21
d100 Result
27 - 28 No character in the encounter may perform the move maneuver until the start of the caster's next turn.
29 - 30 All characters in the encounter move one range band away from the target or the caster in lieu of a target.
31 - 32 The caster turns to stone until the end of the encounter.
33 - 34 All spells cause the spell caster to suffer 2 additional strain until the end of the encounter.
35 - 36 Any successful attacks against the caster with projectile weapons hit the attacker instead until the end of the encounter.
The caster enters the astral plane until the start of their next turn. During that time they can perceive their surrounds but nothing can perceive
37 - 38
or interact with them.
39 - 40 The next spell cast in the encounter has s s s a a a automatically added to its result.
41 - 42 The next spell cast in the encounter has fffh h h automatically added to its result.
43 - 44 The caster becomes invisible until the end of the encounter.
All characters except the caster become invisible until the end of the encounter. (All characters are considered to have the Blinded critical
45 - 46
injury in regards to an invisible character.)
47 - 48 The caster becomes a sheep until the end of the encounter.
The target (or the caster in lieu of a target) gains two additional arms. These arms provide no mechanical benefit. Placement of the arms is up
49 - 50
to the GM.
51 -52 Everything the caster is carrying and wearing teleport to short range in a random direction.
53 - 54 A tree appropriate for the area sprouts fully grown in a random location within short range of the caster.

55 - 56 A spherical area to short range centered on the caster no longer has gravity. See page 110 of the Genesys Core Rulebook for the effects
of zero gravity.
57 - 58 The target (or random opponent in lieu of a target) may take an additional action on their next turn.
59 - 60 All opponents increase their Defense by 3 until the end of the encounter.
61 - 62 All participants in the current encounter have their Defense reduced to 0 and cannot gain Defense for any reason until the end of the encounter.
63 - 64 All maneuvers for all characters cost 2 strain until the end of the encounter.
Time freezes but all participants in the current encounter are still aware. An old man walks through a door that wasn't there a moment ago. He
65 - 66 walks over to nothing in particular and opens a small panel in the middle of the air. Inside are gears, cogs, and wheels. The old man flicks a tiny
mechanism and the pieces begin moving. He closes the panel and returns through the door he came from. The door disappears. Time resumes.
67 - 68 The caster heals 1d10 wounds.
69 - 70 The target heals 1d10 wounds. In lieu of a target the GM chooses an opponent.
71 - 72 The caster suffers a critical injury.
73 - 74 The target suffers a critical injury. In lieu of a target the GM chooses an opponent.
75 - 76 All NPC story points flip to PC story points.
77 - 78 All PC story points flip to NPC story points.
79 - 80 The target (or the caster in lieu of a target) can only speak the truth until the end of the encounter.
81 - 82 The caster may use a once-per-session talent or ability a second time during this session.
In a flash of light, a person appears that looks exactly like the caster but much older. They run to the caster and place an object in the caster's
83 - 84
hand. "You'll need this," they say and then disappears. GM determines what the object is.
The caster and the target (in lieu of a target or the target was the caster the GM chooses an opponent) become psychically linked and can hear
85 - 86
each other's thoughts.
The target (or the caster in lieu of a target) now glows with dim light. This light can illuminate areas to short range. In some circumstances the
87 - 88
GM may rule that ranged attacks gain j against the glowing character.
89 - 90 The caster is also affected by the spell. If the caster was the original target, then the GM chooses an opponent to also be affected.
91 - 92 No sound can be heard (or produced?) within short range of the caster for the rest of the encounter.
93 - 94 The caster suffers strain up to their strain threshold.
95 - 96 The target suffers strain up to their strain threshold. In lieu of a target the GM chooses an opponent.
97 - 98 The caster suffers wounds up to their wound threshold.
99 - 00 The target suffers wounds up to their wound threshold. In lieu of a target the GM chooses an opponent.

wild magic
22 ZYNNYTHRYX'S GUIDE TO MAGIC
Creating Custom Implements
T he example implements available starting on page
218 of the Genesys Core Rulebook cover most
cases a setting would need. However, occasionally a GM
MAGIC IMPLEMENT COSTS
Characteristic Additional Cost
needs implements to cover new kinds of magic (Such as +1 - 2 Damage 100
Psychic) or new spells (such as Mind and Move). In these
+3 - 4 Damage 250
situations having a codified method of creating magic
implements is invaluable. +5 - 6 Damage 500
Ignore 1 Difficulty 150
The shape an implement takes is entirely up to the
Ignore 2 Difficulty 600
GM and the setting they are using. Players frequently
wish to have more personalized items that fit their Ignore 3 Difficulty 2400

characters. Using the available implements in the Ignore 4 Difficulty 9600


Genesys Core Rulebook as a starting point is a good Spell lasts until the end of the encounter
without having to use the Concentrate 600
idea, but GMs should not feel as if they need to follow maneuver
those tropes exactly.
To determine the cost of an implement, a GM should
first look at the greatest total amount that a caster will If the implement offers multiple effects without
be able to reduce the difficulty of a single spell. For increasing difficulty, but those effects can not be
instance, if the implement allows the caster to add the applied together on a single spell, the price of each
Fire Additional Effect without increasing difficulty, that effect (or group of effects that can stack) are added
is a total reduction of one difficulty, and will add 150 to separately.
the cost of the implement. If the implement allows the
caster to add the Deadly and Destructive Additional
Effects without increasing difficulty, that is a total
reduction of three difficulty, and will add 2400 to the
cost of the implement.

Wild magic
ZYNNYTHRYX'S GUIDE TO MAGIC 23

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